mirror of
https://github.com/Lost-MSth/Arcaea-server.git
synced 2026-02-11 18:47:26 +08:00
[Refactor] Refactor for link play
- Refactor simply for link play subprogram - Fix a logic bug that the room without anyone can be entered
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227
latest version/linkplay_server/store.py
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227
latest version/linkplay_server/store.py
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import logging
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from base64 import b64decode, b64encode
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from os import urandom
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from random import randint
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from threading import RLock
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from time import time
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from .config import Config
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from .udp_class import Player, Room, bi
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class Store:
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# token: {'key': key, 'room': Room, 'player_index': player_index, 'player_id': player_id}
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link_play_data = {}
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room_id_dict = {} # 'room_id': Room
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room_code_dict = {} # 'room_code': Room
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player_dict = {} # 'player_id' : Player
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lock = RLock()
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def random_room_code():
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re = ''
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for _ in range(4):
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re += chr(randint(65, 90))
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for _ in range(2):
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re += str(randint(0, 9))
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return re
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def unique_random(dataset, length=8, random_func=None):
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'''无重复随机,且默认非0,没处理可能的死循环'''
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if random_func is None:
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x = bi(urandom(length))
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while x in dataset or x == 0:
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x = bi(urandom(length))
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else:
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x = random_func()
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while x in dataset:
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x = random_func()
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return x
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def clear_player(token):
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# 清除玩家信息和token
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del Store.player_dict[Store.link_play_data[token]['player_id']]
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del Store.link_play_data[token]
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def clear_room(room):
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# 清除房间信息
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room_id = room.room_id
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room_code = room.room_code
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del Store.room_id_dict[room_id]
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del Store.room_code_dict[room_code]
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del room
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def memory_clean(now):
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# 内存清理,应对玩家不正常退出
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with Store.lock:
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clean_room_list = []
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clean_player_list = []
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for token in Store.link_play_data:
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room = Store.link_play_data[token]['room']
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if now - room.timestamp >= Config.TIME_LIMIT:
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clean_room_list.append(room.room_id)
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if now - room.players[Store.link_play_data[token]['player_index']].last_timestamp // 1000 >= Config.TIME_LIMIT:
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clean_player_list.append(token)
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for room_id in Store.room_id_dict:
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if now - Store.room_id_dict[room_id].timestamp >= Config.TIME_LIMIT:
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clean_room_list.append(room_id)
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for room_id in clean_room_list:
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if room_id in Store.room_id_dict:
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clear_room(Store.room_id_dict[room_id])
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for token in clean_player_list:
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clear_player(token)
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class TCPRouter:
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clean_timer = 0
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router = {
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'0': 'debug',
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'1': 'create_room',
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'2': 'join_room',
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'3': 'update_room',
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}
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def __init__(self, data: list):
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self.data = data # data: list[str] = [command, ...]
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def debug(self):
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if Config.IS_DEBUG:
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return eval(self.data[1])
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return 'ok'
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@staticmethod
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def clean_check():
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now = round(time() * 1000)
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if now - TCPRouter.clean_timer >= Config.TIME_LIMIT:
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logging.info('Start cleaning memory...')
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TCPRouter.clean_timer = now
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memory_clean(now)
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def handle(self) -> str:
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self.clean_check()
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if self.data[0] not in self.router:
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return None
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r = getattr(self, self.router[self.data[0]])()
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if isinstance(r, tuple):
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return '|'.join(map(str, r))
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return str(r)
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@staticmethod
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def generate_player(name: str) -> Player:
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player_id = unique_random(Store.player_dict, 3)
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player = Player()
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player.player_id = player_id
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player.set_player_name(name)
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Store.player_dict[player_id] = player
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return player
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@staticmethod
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def generate_room() -> Room:
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room_id = unique_random(Store.room_id_dict)
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room = Room()
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room.room_id = room_id
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room.timestamp = round(time() * 1000)
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Store.room_id_dict[room_id] = room
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room_code = unique_random(
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Store.room_code_dict, random_func=random_room_code)
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room.room_code = room_code
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Store.room_code_dict[room_code] = room
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return room
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def create_room(self) -> tuple:
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# 开房
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# data = ['1', name, song_unlock, ]
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# song_unlock: base64 str
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name = self.data[1]
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song_unlock = b64decode(self.data[2])
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key = urandom(16)
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with Store.lock:
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room = self.generate_room()
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player = self.generate_player(name)
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player.song_unlock = song_unlock
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room.song_unlock = song_unlock
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room.host_id = player.player_id
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room.players[0] = player
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token = room.room_id
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player.token = token
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Store.link_play_data[token] = {
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'key': key,
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'room': room,
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'player_index': 0,
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'player_id': player.player_id
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}
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logging.info(f'TCP-Create room `{room.room_code}` by player `{name}`')
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return (0, room.room_code, room.room_id, token, b64encode(key).decode('utf-8'), player.player_id)
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def join_room(self) -> tuple:
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# 入房
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# data = ['2', name, song_unlock, room_code]
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# song_unlock: base64 str
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room_code = self.data[3].upper()
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key = urandom(16)
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name = self.data[1]
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song_unlock = b64decode(self.data[2])
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with Store.lock:
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if room_code not in Store.room_code_dict:
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# 房间号错误 / 房间不存在
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return '1202'
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room: Room = Store.room_code_dict[room_code]
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if room.player_num == 4:
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# 满人
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return '1201'
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elif room.state != 2:
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# 无法加入
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return '1205'
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token = unique_random(Store.link_play_data)
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player = self.generate_player(name)
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player.token = token
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player.song_unlock = song_unlock
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room.update_song_unlock()
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for i in range(4):
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if room.players[i].player_id == 0:
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room.players[i] = player
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player_index = i
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break
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Store.link_play_data[token] = {
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'key': key,
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'room': room,
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'player_index': player_index,
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'player_id': player.player_id
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}
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logging.info(f'TCP-Player `{name}` joins room `{room_code}`')
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return (0, room_code, room.room_id, token, b64encode(key).decode('utf-8'), player.player_id, b64encode(room.song_unlock).decode('utf-8'))
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def update_room(self) -> tuple:
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# 房间信息更新
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# data = ['3', token]
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token = int(self.data[1])
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with Store.lock:
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if token not in Store.link_play_data:
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return '108'
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r = Store.link_play_data[token]
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room = r['room']
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logging.info(f'TCP-Room `{room.room_code}` info update')
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return (0, room.room_code, room.room_id, b64encode(r['key']).decode('utf-8'), room.players[r['player_index']].player_id, b64encode(room.song_unlock).decode('utf-8'))
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